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author | _AG <gennariarmando@outlook.com> | 2019-06-20 02:31:03 +0200 |
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committer | _AG <gennariarmando@outlook.com> | 2019-06-20 02:32:36 +0200 |
commit | 2ce7bcc405daf1b01f9220e7b584bc7c318ec5cd (patch) | |
tree | 4cbfefeedd462f46b29d4b1c9004f17eefebc364 /src/common.h | |
parent | finally finished CVehicleModelInfo (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/common.h | 28 |
1 files changed, 20 insertions, 8 deletions
diff --git a/src/common.h b/src/common.h index 5552a5c2..0345b65c 100644 --- a/src/common.h +++ b/src/common.h @@ -56,6 +56,17 @@ extern void **rwengine; #include "skel\skeleton.h" #include "Draw.h" +/* + { SCREEN_STRETCH } Done originally by the game for most of the printed stuff. + Stretches everything to screen avoiding it's aspect ratio. + Looks good only in 4:3. + + { SCREEN_SCALE } Alternative to the one above, it's used in this project to scale + original content to a *DEFINED aspect ratio with the possibility to + set a multiplier and scale content differently. + In theory should look good on any screen. +*/ + #define SCREEN_ASPECT_RATIO (CDraw::GetAspectRatio()) #define SCREENW (RsGlobal.maximumWidth) @@ -66,15 +77,16 @@ extern void **rwengine; #define SCREEN_WIDTH float(RsGlobal.width) #define SCREEN_HEIGHT float(RsGlobal.height) #define SCREEN_STRETCH_X(a) float((a) * (SCREEN_WIDTH / float(DEFAULT_SCREEN_WIDTH))) -#define SCREEN_STRETCH_X_AR(a) float((a) * (SCREEN_WIDTH / float(DEFAULT_SCREEN_WIDTH)) * (4.0/3.0f)/SCREEN_ASPECT_RATIO) #define SCREEN_STRETCH_Y(a) float((a) * (SCREEN_HEIGHT / float(DEFAULT_SCREEN_HEIGHT))) -#define SCREEN_FROM_RIGHT(a) float(SCREEN_WIDTH - SCREEN_STRETCH_X(a)) -#define SCREEN_FROM_BOTTOM(a) float(SCREEN_HEIGHT - SCREEN_STRETCH_Y(a)) - -#define HUD_STRETCH_X SCREEN_STRETCH_X_AR -#define HUD_STRETCH_Y SCREEN_STRETCH_Y -#define HUD_FROM_RIGHT(a) (SCREEN_WIDTH - HUD_STRETCH_X(a)) -#define HUD_FROM_BOTTOM(a) (SCREEN_HEIGHT - HUD_STRETCH_Y(a)) +#define SCREEN_STRETCH_FROM_RIGHT(a) float(SCREEN_WIDTH - SCREEN_STRETCH_X(a)) +#define SCREEN_STRETCH_FROM_BOTTOM(a) float(SCREEN_HEIGHT - SCREEN_STRETCH_Y(a)) + +#define SCREEN_MULTIPLIER (CDraw::GetScreenMult()) +#define SCREEN_SCALE(a) float((a) * (4.0f / 3.0f) / SCREEN_ASPECT_RATIO) +#define SCREEN_SCALE_X(a) SCREEN_SCALE(SCREEN_STRETCH_X(a) * SCREEN_MULTIPLIER) +#define SCREEN_SCALE_Y(a) (SCREEN_STRETCH_Y(a) * SCREEN_MULTIPLIER) +#define SCREEN_SCALE_FROM_RIGHT(a) (SCREEN_WIDTH - SCREEN_SCALE_X(a)) +#define SCREEN_SCALE_FROM_BOTTOM(a) (SCREEN_HEIGHT - SCREEN_SCALE_Y(a)) #include "math/Vector.h" #include "math/Vector2D.h" |